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Pathfinder Society Scenario #4–03: The Golemworks Incident (PFRPG) PDF

****½ (based on 12 ratings)

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A Pathfinder Society Scenario designed for levels 5–9.

When the Golemworks in Magnimar starts reporting some “problems” with their most recent batch of golems, the PCs are sent to investigate in the hope that the Pathfinder Society can get on good terms with the influential arcane organization.

Written by Larry Wilhelm.

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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Product Reviews (12)
1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****½ (based on 12 ratings)

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Creativity on display in a clever scenario


This is the perfect example of a scenario that tried for differentness and succeeded. Clever gameplay, settings, foes, and more. A bit overlong in the new Season 4 vein, but has a science-fiction feel toward the end that is worth it. Our crew (weather druid, draconic sorcerer, cleric, fighter, and two barbarians) suffered a bit in the first battle, but thanks to optimal play and genuine teamwork learned from that debacle, we dispatched the BBEG and his minions easily.

Poor party composition might hurt you (a healing cleric is a must have), and failing to sleep will doom you (you'll need all your spells at max availability time and again), so play smart. And more so than most scenarios, this needs a prepared GM.

We had a blast with The Golemworks Incident, and it is definitely one of the best PFS scenarios my son and I have played.

Excellent, If Deadly

****( )

The Golemworks is a fascinating, well-written adventure. Unfortunately, it's also a PC killer. I've run it twice now, and I've killed PCs each time. The first time, the

Greater Earth Elemental
splattered one character, and the rest retreated. The second time, the final encounter killed two PCs and knocked another unconscious, leaving the one remaining PC to take out the big bad.
The sickened condition did very little to slow him down, as he's a spellcaster and doesn't believe in rolling d20s. His Black Tentacles were about the only thing that he needed those dice for, and they still needed a 1 to miss the two casters they had grabbed. Even with removing every single buff spell from him, the party almost wiped.

This deadliness is a trend that I'm worried about in season 4. I do very much hope, however, that this quality of writing is here to stay.

Oh the Horror!


This scenario was the perfect blend of roleplaying and monster whacking, and, in my opinion, the end boss was one of the better villians I have encountered in Society play. I loved all the creepy details and had a great time playing this. Highly reccomended for anyone who likes a touch of the macabre.

Very good, minor flaws

****( )

Played at tier 5-6 with 5 players, took us 4h30 without optional enc.

A well-made scenario, well-timed, interesting, with unsettling, but good flavour. The fights are varied and interesting as well.

Also, unlike many scnearios, it makes use of map packs (though the chosen map do not always fit closely with the location)
These, and other maps, are easy to print out if needed(they fit well on 8½x11).

Plot tweaks:


To fix the issue that Jason S points out, make sure that the Angelic Guardian attack the bearer of the wayfinder (supposedly, Sheila). It makes for a more interesting fight AND it explains why this attempted assassination could have been worth it.

Why oh why would Black spend TWO HOURS casting spells while the PC *wait in his office*. They won't. But most important, he *knows* when the golems are delivered, so he ought to use his scrying on the manor at this point. Then, knowing his plan failed, he creates the simulacrum and everything's ready when the PCs arrive at his office!

Remember to give the PCs all the journals to help them understand the story.

Absolutely skip the optional encounter at tier 5-6. Those soulbound dolls, same as Frostfur captives, are absolutely dumb creatures. Or if you use them, mix them in the final encounter.

How are the pathfinders in the cylinders suriving *being immersed in acid*?

The PCs were actually disappointed (and so was I) that the final mutli-head golem did NOT attack them. Also, what was it, anyways?

Issues, the usual suspects


* As usual, the plot is done and gone when the PCs come in. I would like to see a scneario where the PCs actually witness the events going on. This could actually encourage the players to care about the story. Otherwise, why would they care so much about something that's over?

* As usual, the BBEG is built with no relation to its theme and has the usual bland magic missile / lightning bolt / meh. Why? There's umpteen UM spells that fit his "madness/disfiguration" theme and make for a more memorable encounter.

* for a man who can build golems for a living, everyone wonders why the boss does not have dozens of minions to, you know, shield him from grappling PCs (relying on difficult terrain and tentacles instead).

other tweaks


I re-skinned the wood golem as an animated furniture piece, which turned out great. Players are now deathly afraid of chairs and chests.
I couldn't resist adding an old pink sleeping robe of (somewhat) useful items in the basement.
Also tweaked Black's spells to make them more thematic.
The final map does not fit the descriptions well: what's the pool at the back? Where's the sarcophagus?

PFS Review

****( )

I have both played and ran this in PFS.

This adventure is of above average difficulty. It features a crazy villain and enough information for the players to figure out what's going on. It also features non-standard items on the chronicle sheet which is a plus however the unique item on it is severely overpriced.

There's a pretty big pacing problem in act 2 of the adventure that reduces this otherwise awesome and flavorful adventure to 4 stars.

The players are looking for the BBEG and have a bunch of clues on how to find him and a bunch of potential leads to explore. Unfortunately none of these things actually go anywhere, and the plot moves on after 90 minutes.

1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

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